Those that own the book know that it did implement a lot of promising aspects that sound fun. Sadly the detail and quality of writing lacked a bit and once again major things like attacks or abilities like pounce on the lion are missing in the aspects description. You should get pounce according to beast shape II. Now I can easily adapt to that and use all bsII offers, but is there any written proove yet? Or even a short explanaition why those are missing? Do we need another shifter FAQ? (please not)
It is rather strange the eel animal companion as well as the dire-version of electric eels both have aquatic as their subtype.
Nope they basically work the same as EX-abilites wiht the exception of the antimagic-area. Supernatural Abilities (Su) These can’t be disrupted in combat and generally don’t provoke attacks of opportunity. They aren’t subject to spell resistance, counterspells, or dispel magic, and don’t function in antimagic areas.
I guess is could actually work that way. But you have to find a follower of her and convince her to put that on a scroll.
Good luck with that! And since it is a divine spell that way either YOUR god or Szuriel herself could prohibit you from using it. GM decision.
You have the control. But be aware that especially with animals you might not be able to give them more complex maneuvers. "Fight the nearest creature or the one I point at" works without language even with animals. But special attacks and combat maneuvers usally require communication. Pay attention what languages the creature speaks and if you can as well.
No the enhancement-number must be +3 (cold iron + silver) or +4 (adamantine) to overcome DR! You are however right about the constructs. It does count as +4 vs. constructs and overcomes adamantine. Only works against those things however. Only thing where a summ of total enchantments works is DR/epic. Since that requires +6 which you can not get from numbers alone.
It is technically not entirely impossible. E.g. an asimar can have celestial servant + improved familiar (has a 2 talent cost however) The magical child archetype of the vigilante can do it as well since the improved familiar is an upgrade from the archetype and not the feat itself. But for regular familiars it is indeed either this or that not both.
"This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target." Clearly from controlling the target obviously does not include both since only one controlles the other is the victim. Therefore only one gets the save despite both in the targeted body. It even states that the body eg. original owner is the target not the possessing spirit there.
Hm is this oficially confirmed?
Is it possible shifters are like a warrior caste inside druid hierachy?
CampinCarl9127 wrote:
^pewpewpew! https://www.d20pfsrd.com/magic/all-spells/s/snowball
"At 20th level, a shifter gains access to a fifth aspect, and when she uses shifter aspect, she can assume the minor forms of all her aspects." That is the final aspect on the shifter. Note it says ALL of her aspects not 5 like the class grants on that level. Usally you have 5 by that level could be different for certain archetypes but there are way to get some via equipment -> the bestial rags from UW for example. Or possibly the planar focus-feat that "should" work as well. (or has that been errated yet?) Does that mean that if I have access to more then 5 minor forms I can choose them all at once? Or is that just an oversight over future feats/stuff that could add more to the class and 5 was the original intend?
Hi, Expanded SM 1-9 lets you choose 2 creatures for each level that get added to your list of summons and are summoned with the casters alignment. Now would that change the subtypes as well? Or make strange things like lawful good incubi with the evil+chaotic subtypes? What in general happens when a outsider with an alignment subtype changes his alignment through redemption or corruption? Subtype change or not?
You can not take an Alternate Racial Trait with Adopted. Huh why not? Sure you can not take another Social trait. Taking another race trait would be idiotic as well.(but technically allowed) But why not Alternate Racial traits? Surely being 'different' from your generic race would actually support getting adopted from someone else.
Technically 'Blood of the Moon' even added the fact that all natural attacks works as well as swallowing their blood. Especially the later should even work if they are in their humanoid form. Sadly it is still missing in the template as well as all monster entries but it is written there for sure. So take care lycantrope Players it works!
Heroism is a great buff no doubt, but what about it's mental effects? Once casted it can not be stopped short of a dispel magic.
What are your takes on idea behind the spell?
As much as I hate necroing a thread it is nessesary and the topic itself is still unclear. I do have an interest in that subdomain and frankly I have no idea on what effect the aura actually works. Does it only work on effects that actually deal damage or in general? "blasphemy" is indeed an excellent example of potential uses even if it seems quite powerful for such a low level ability.
What about the second part? Beneficial specifically against evil? That even outrules "protection from good" since that helps neutral hell even good casters as well. Please some clarification is desperately needed.
^but that literally just means that familiars can use then! (provided they have hands) Only AC's are excluded from manufactored weapons. That aside thanks for the agile alpenstock link. Too bad it is only 5ft but better then nothing. BTW. since the Dodo is a decoy-archtype anyway: A singing Dodo with a walking stick sure sounds ridiculous enough to please me. :P
I plan on taking the Dodo as a familiar despite it's horrible stats. Simple because it is waaaay cool. It's main problem is its slow speed so I am asking is it possible to let a Dodo wear boots of striding & springing? I mean it is a small magical beast (as a familiar) and there is plenty of equipment for small races. Even those that don't have regular feet for shoes like merfolk or lizardfolk, kobolds etc.. What about magical equipment in general? I do know about stuff like wands that needs activation but "passive" equipment? Thanks a lot.
Squiggit wrote:
That was supposed to be a second Question. What exactly get's discharged? The Moment of Greatness spell or the source of the morale bonus? because if only the Spell you could recast MoG every round....
The Cleric (with the Heroism Sub-Domain)gets a heroism aura for a number of rounds at level 8 as a supernatural ability. Does this work with moment of greatness to turn it into a 1 round "Greater Heroism"-aura? Sure it end the round you choose to buff your morale bonus but still a 30 ft. double morale aura sounds pretty wicked. Are there any restrictions on moment of greatness that it ONLY works on spells? At least the aura itself works as if the affected by the heroism spell. Any help would be appreciated.
2/day—lightning bolt (DC 15), cure serious wounds That is an entry from the Bralani Azata a common Summon-Monster V monster. Now what exactly is the amount it can use these abilities? Is that simply 2/day lightning bolt AND 2/day cure serious wounds,
Thanks for any insight.
I have a +2 Intelligence Headband and I want to add a +2 Charisma bonus. Since I have to remove the Headband for upgrading I loose the skillpoint bonus. Fine so far. Now the question how long does it take to add the Charisma bonus and how long do I have to remove the skillpoints. Weeks? Days? Hours? |